Game Charter

((I think the last charter went over people’s heads a little bit, so this one’s gonna be nice and straightforward.))

I. There will be no more than eight players in this game. Conveniently enough, that’s everyone who showed up to the information session (plus Lou who was sick). A party in the double digits winds up taking several hours to do anything – be it deciding which way to go down a hallway or finish up a round of combat. A 3/4 majority will be required to change this upper limit, or add anyone new to the group (with the DM reserving all veto powers, o’ course).

II. If you can’t make it/are going to be late – TELL SOMEONE. Everyone has e-mail addresses, most players have exchanged phone numbers, and if it comes down to it, you can leave a message with TOGIT. Also, please keep Steve up to date with character sheets and pick a buddy who you can trust to run your character. Players who do not follow these guidelines should expect a lot of angry looks and no XP/loot. Our fearless leader’s cell number is REDACTED FOR SECURITY

III. Don’t talk all the freaking time. This is a game, but constant chatter is majorly annoying. Witty banter is awesome, but the overtired Monty Python references and people constantly speaking are not. Given the size of our group, it is crucial that the DM and the PC at bat have the floor, with everyone else staying at least mostly quiet.

IV. Like Lou before him, Steve’s going to give a one-turn warning before your character’s initiative comes up. Pretty please, use this time to think of something vaguely resembling a plan of action (even preparing questions you need to ask before you decide is cool). Also, try to get familiar with your character’s abilities, as this will make gameplay go much more smoothly.

V. Roll dice where other people can see them. If you don’t, the DM may not accept their results. If math isn’t your strong suit, get someone else to help you add your numbers. Keep track of your modifiers, because Steve has too much on his plate to do it for you. No one likes a cheater, unless they really want to hit someone with a whiffle bat.

VI. Looting – the most rewarding part of the game, eh? Still, no reason to lose one’s head. Keep your requests calm, respectful and in turn. Don’t ask for all of the loot (or even most of the loot). This is a co-operative game and therefore loot will be distributed equitably based on who can make the best use of it.

{DM’s Comment on VI: I very greatly suggest/support/will-make-as-easy-as-possible the concept of an in-game charter that exists as an agreement between your characters, covering things like treasure distribution (who decides), party goals, collective possessions (if any – ex: Base of Operations, hireling w/cart, etc.), in-game designation of party leadership, in-game designation of the “party face or faces/diplomat(s)”, watch pairings and responsibilities, other generic responsibilities on a day-to-day basis (party treasurer, mapkeeper, etc.), and so forth. Please note that this is not necessarily a complete list, nor does everything on it have to go into an in-game charter. This comment will be replicated on the in-game charter page.}

VII. Follow all of TOGIT’s rules. This includes paying the $5, even if Jim forgets to ask you for it.

VIII. As much as it pains me to have to include this, DON’T BE A DICK. Continued being a dick will lead to the consequences outlined in clause IX.

IX. Disciplinary action is basically a three-step process. First, casual warnings of “Dude, knock it off” will be issued. Should this fail, you will be told rather strongly, and in no uncertain terms that the behavior must cease or Step 3 will happen. The final stage is where I break out the tiki torches and we have us a Tribal Council. Everyone votes to see whether the offending party member should be dismissed, and if a majority is obtained in the affirmative, s/he will be asked to leave the group. It is possible to appeal this process, but if you’ve made me mad enough to find 8 tiki torches in autumn and kidnap Jeff Probst, you are not likely to be successful.

If these rules sound good, place your siggie after the beep.


* J. Kratovil
* B. Duncanson
* K. Lovell
* L. Conzo (pp)
* w matthews

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